26.11.2012 Views

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

Unapproachable East.pdf - The Forgotten Realms

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

hunter’s Wisdom modifier. Nentyar hunters prepare and cast<br />

their hunter spells as druids.<br />

Woodland Stride (Ex): A Nentyar hunter may move<br />

through any sort of undergrowth (such as natural thorns,<br />

briars, overgrown areas, and similar terrain) at her normal<br />

speed and without taking damage or suffering other impairment.<br />

However, thorns, briars, and overgrown areas that are<br />

magically manipulated to impede normal movement still<br />

affect her.<br />

Swift Tracker (Ex): At 2nd level, a Nentyar hunter gains<br />

the ability to move at normal speed while following tracks<br />

without taking the normal –5 penalty.<br />

Swiftness of the Stag (Su): At 3rd level, a Nentyar hunter’s<br />

speed increases by +10 feet when she is wearing no armor or<br />

light armor and is not carrying a heavy load.<br />

Eyes of the Hawk (Ex): A Nentyar hunter develops preternaturally<br />

sharp vision and gains a +4 bonus on all Spot checks<br />

at 4th level.<br />

Heart of the Lion (Su): At 5th level, a Nentyar hunter becomes<br />

immune to fear, magical or otherwise. Unlike a paladin’s<br />

aura of courage, this confers no special resistance to fear<br />

on any of her allies.<br />

NENTYAR HUNTER SPELL LIST<br />

Nentyar hunters have access to all spells on the following list.<br />

1st level—barkskin, cure light wounds, detect magic, detect<br />

poison, entangle, jump, light, pass without trace, magic missile,<br />

snare, speak with animals, true strike.<br />

2nd level—Aganazzar’s scorcher (FRCS), blur, cure moderate<br />

wounds, gust of wind, moonbeam (FRCS), neutralize<br />

poison, remove disease, resist elements, speak with plants,<br />

tree shape.<br />

3rd level—cure serious wounds, freedom of movement,<br />

greenfire*, invisibility, keen edge, moon blade (FRCS), quench,<br />

see invisibility, wind wall.<br />

4th level—break enchantment, commune with nature, control<br />

winds, force orb*, greater magic weapon, tree stride, wall<br />

of thorns.<br />

5th level—find the path, flame strike, healing circle, moon<br />

path (FRCS), righteous might.<br />

*New spell described in Chapter 4: Magic and Spells.<br />

PRESTIGE CLASSES<br />

29<br />

Raumathari<br />

Battlemage<br />

Enemies of ancient Narfell, the Raumathari sorcerers of old<br />

were fearsomely powerful evokers whose spells could scatter<br />

demonic armies like chaff in the wind. Few mages still living<br />

have studied the lore of Raumathar, but those who have are<br />

some of the most dangerous men and women on the face of<br />

Faerûn. Employing sword and spell with dauntless courage and<br />

deadly force, the handful of Raumathari battlemages remaining<br />

in the world comprise a lonely and little-known order<br />

of adventurers, explorers, and mercenaries in search of battle.<br />

Hit Die: d4.<br />

REQUIREMENTS<br />

To qualify to become a Raumathari battlemage, a character<br />

must fulfill all the following criteria.<br />

Feats: Combat Casting, Exotic Weapon Proficiency (bastard<br />

sword), any one metamagic feat.<br />

Spellcasting: Able to cast 3rd-level arcane spells and knowledge<br />

of at least four evocation spells.<br />

Languages: Able to read Roushoum and the Imaskari script<br />

(this generally requires a Speak Language skill rank for each<br />

dead language).<br />

Proficiencies: Proficient with martial weapons.<br />

Special: <strong>The</strong> character must find a mentor who already has<br />

levels in Raumathari battlemage and spend at least ten days studying<br />

in the mentor’s company. During this time of study, both<br />

mentor and student must spend at least 8 hours a day in training.<br />

CLASS SKILLS<br />

<strong>The</strong> Raumathari battlemage’s class skills (and the key ability for<br />

each skill) are Craft (Int), Concentration (Con), Decipher Script<br />

(Int), Knowledge (arcana, history) (Int), Profession (Wis), Ride<br />

(Dex), Spellcraft (Int), and Use Magic Device (Cha). See Chapter<br />

4: Skills in the Player’s Handbook for skill descriptions.<br />

Skill Points at Each Level: 2 + Int modifier.<br />

TABLE 2–8: THE RAUMATHARI BATTLEMAGE<br />

Class Base Fort Ref Will<br />

Level Attack Save Save Save Special Spells per Day/Spells Known<br />

1st +0 +0 +0 +2 Sword focus, channel spell I +1 level of existing spellcasting class<br />

2nd +1 +0 +0 +3 Battle spell (silent) +1 level of existing spellcasting class<br />

3rd +2 +1 +1 +3 Channel spell II +1 level of existing spellcasting class<br />

4th +3 +1 +1 +4 Battle spell (still) +1 level of existing spellcasting class<br />

5th +3 +1 +1 +4 Sublime sword —<br />

6th +4 +2 +2 +5 Battle spell (empower) +1 level of existing spellcasting class<br />

7th +5 +2 +2 +5 Channel spell III +1 level of existing spellcasting class<br />

8th +6 +2 +2 +6 Battle spell (quicken) +1 level of existing spellcasting class<br />

9th +6 +3 +3 +6 Channel spell IV +1 level of existing spellcasting class<br />

10th +7 +3 +3 +7 Battle spell (maximize) +1 level of existing spellcasting class

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!